Title: Video Gaming and Online Social Simulations: Overview and Issues for Collection Development
1Video Gaming and Online Social Simulations
Overview and Issues for Collection Development
- Tom Durkin and Kelli Keclik
- Wednesday, April 16th
- 200-315 PM
2Today we will discuss
- Part 1 - Tom Durkin The social and economic
context of the simulation/game industry as well
as the structure/organization of academic social
simulation and game research. - Part 2 - Kelli Keclik Collection development and
service issues related to library gaming
collections, including evaluation, selection,
purchasing, promotion, and use in academic
libraries.
3Increasing attention focused on gaming in
libraries
- Jenny Levine
- http//www.theshiftedlibrarian.com
- Gaming and Libraries Intersection of services
(2006) - Gamers... in the library?!, by Eli Neiburger
(2007) - ALA TechSource Gaming, Learning, and Libraries
Symposium held in Chicago, July 2007 - 2008 ALA Presidential Citation Gaming
- ALA President Loriene Roy is offering a 2008
Presidential Citation to libraries, and
librarians of all kinds, that use games and
gaming as tools for learning, literacy
development and community development.
4Some skepticism is in order
- But, gaming? In the library? Are we crazy?
- I am also skeptical of library gaming.
- Skepticism helps to protect us from making poor
decisions. - Gaming industry hype is overblown, and can lead
to disappointment. - It is important to evaluate gaming in libraries
accurately and fairly. - This what we hope to accomplish in our
presentation today.
5The Gartner Hype Cycle
Gartner Inc. (2008a, b)
6Gaming and simulations are likely in our future
- Why? Because gaming is what many library users
are interested in... - Appeals to a wide age spectrum (age 11-68)
- May no longer be dominated by male players
- Average player is about 27-33 years old
- 65 of American university students regular or
occasional game players (2002) - 78 of university students play online or video
games, usually on a weekly basis (2007) - About 23 hours playing per week
- Anecdotally Would playing a video game ever
prompt a student to check a book out from the
library? About half say yes. - (Entertainment Software Association, Jones
2003, Reuters 2004, Salaway and Caruso 2007,
Squire and Steinkuehler 2005, Yee 2006)
7The video game/simulation industry
- Video games and simulations already have a
considerable history. - Atari was founded in 1972
- MUDs (Multi-User Dungeons) developed in the late
1970s. - Online, real-time, graphical, multi-player,
participatory social-simulations first show up in
the mid 1980s. - Habitat for the Commodore 64 (1985)
- Since the 1980s, the video game industry has
expanded considerably.
8The video game industry market size is huge and
growing
9Competition between video games and Hollywood has
been exaggerated
- In 2004 the total US video game market size was
about 10 billion. - Movie ticket sales in 2004 were about 1.5
billion. - This kind of statistic is much reported...
- But, the video/DVD sales and rental market size
was about 32 billion in 2004. - More than 3 times larger than the video game
market. - (Mintel Group 2005 Mintel Group 2008).
10Video games are a global market
11Wisconsins future economy?
- Difficult to say...
- 2002 US economic census counted 610 companies
with active payroll in Wisconsin that do computer
programming as their primary business. - Wisconsins video game industry had growth of
11.3 in 2006, compared to GDP growth of 3 in
2006 (Gallagher 2007). - It is difficult to say how many companies in
Wisconsin work on video game projects, but here
are a few examples - Big Rooster (Fitchburg) Talisman
- Raven Software (Middleton) Marvel Ultimate
Alliance - HumanHead (Madison) Rune
- Frozen Codebase (Green Bay) Soldier of Fortune
2 - Guild Software (Milwaukee) Vendetta
12Gamers in demand as employees?
- Gamers personalities are competitive, driven,
and goal oriented. - A tendency toward good leadership qualities such
as initiative and teamwork. - An understanding of the ways that risk and
return on investment critically intersect when
working on projects. - (Beck and Wade 2004)
- Could gaming research/experience on campus make
UW students more marketable? - My opinion may be helpful in a tech career.
13Social sciences and social simulations research
- Modeling specific behaviors and then comparing
the models to real-world data - Example estimating future population growth or
likely voting trends. - Agent-based modeling is one of the branches of
this type of research. - Individual agent behavior modeled in a
simulated environment using forms of artificial
intelligence. - Such as economic interaction and disease
transmission. - UW-System International Society for Systems
Sciences annual conference in Madison on July
13-18, 2008
14Example Long House Valley (Arizona) simulation
of household and environment
- Kohler, T. et al. Simulating Ancient Societies.
Scientific American, July 2005. - http//www.wsu.edu/village/Kohler20et20al5B15
D.20SciAm.pdf - Axtell, R. et al. Population growth and collapse
in a multiagent model of the Kayenta Anasazi in
Long house Valley. Proceedings of the National
Academy of Sciences of the United States of
America, Vol. 99, No. 10, Supplement 3, 2002. - http//www.jstor.org/stable/view/3057853
15Game theory research in economics
- A long history of mathematical social modeling in
the social sciences. - Economics and game theory
- Von Neumann and Morgenstern (1944)
- Study real games, such as chess, connect-4, or
tic-tac-toe. - Economists are now studying the in-game economies
that exist within many online games.
16Academic research on games and education
- UW System faculty have been involved in this
research for some time. - James Paul Gee (now Arizona State)
- Kurt Squire, Constance Steinkuehler, Richard
Halverson, and Erica Halverson. - Games, Learning and Society
- http//gameslearningsociety.org
- http//www.glsconference.org/2008/index.html
- Academic Advanced Distributed Learning Co-Lab
(AADLC) Wisconsin Technical College System and
the Department of Defense. - http//www.academiccolab.org/
17Examples of UW academic games developed/used for
the classroom
- Civilization III Kurt Squire (History,
Geography) - http//civworld.gameslearningsociety.org
- Valix Valley Sissel Schroeder and Jason Yaeger
(Archaeology) - http//engage.wisc.edu/sims_games/phaseII/anthropo
logy/ - Critique It Michael Connors (Art)
- http//engage.doit.wisc.edu/sims_games/phaseIII/cr
itique_it/ - Many other examples
- http//engage.doit.wisc.edu/sims_games/
18The game industry academia feedback loop
- Partnership between Electronic Arts (The Sims,
Tiger Woods PGA Tour...) and USC - Funded the Electronic Arts Interactive
Entertainment Program and endowed a chair both
at the USC School of Cinema-Television. - Will Wright (designer of SimCity, Sims)
influenced by - Researcher on system dynamics Jay Forrester (MIT)
- Architect Christopher W. Alexander (Berkley)
- Psychologist Abraham Maslow
- Atmospheric researcher James Lovelock (Cambron
and Wright 2002)
19UW System holdings game studies
- If the academic study of games and gaming is
important, how are Wisconsin academic libraries
doing in regards to supporting this research? - I used WorldCat to search for materials with
specific LC subject headings. These three terms
appear to make up the majority of works in this
subject area - Video Games eg. Video games--Economic aspects
- Computer Games eg. Computer games--Psychological
aspects - Electronic Games eg. Electronic games--Social
aspects - Results were limited to the holdings of 4 year
state schools in Wisconsin, Minnesota, and
Illinois by using OCLC institution codes. - Books, serials, computer media, cataloged
internet sources, and visual media were included
in the counts.
20Wisconsins academic library collections are
competitive with nearby states
21Wisconsins academic libraries hold significant
unique materials
22Comparison Wisconsins collections of economic
game theory materials
23General conclusions, so far...
- Library interest in using games and collecting
game materials has increased considerably in
recent years as the cultural/social/economic
importance of games has also increased. It is
probable that the importance of games will
continue to increase. - Social simulations, including the study of games,
have a fairly long history in the social
sciences, stretching back to the 1940s. Game
studies in particular have taken on more
importance in recent years, especially in
educational research. Note that there can be a
symbiotic relationship between academia and game
development companies. - The UW System has been actively collecting
library materials in the game studies and game
theory subject areas, and Wisconsin is doing
reasonably well, but additional support could be
warranted.
24Gaming and simulations in the library context
- Gaming used in promotional events
- Games used as educational tools
-
- Library collections of sims/gaming materials
25Rejuvenate the brand
- Across all regions surveyed, respondents
associate libraries first and foremost with
books. There is no runner-up. - Rejuvenating the brand depends on reconstructing
the experience of using the library. - OCLC College Students Perceptions of Library and
Information Resources http//www.oclc.org/reports/
perceptionscollege.htm
26Reconstruct the experience
- I am frankly impressed and happy that a College
Library would have video games, things that seem
to be generally looked down upon from ivory
towers as useless wastes of time. I enjoy video
games a large amount, and feel strongly that some
are socially and politically as relevant as
newspaper articles or well-written movies. - College Library Gaming Survey Respondent
27Gaming builds Community
- the need for libraries to be gathering places
within the community or university has not
decreased. - OCLC College Students Perceptions of Library and
Information Resources - brands the library as a technically advanced,
communal third place where people can come for
informal social bonding. - Meet the Gamers. Kurt Squire Constance
Steinkuehler. Library Journal. April 15, 2005. - Students cite gaming as a way to spend more time
with friends. - Let the Games Begin Gaming Technology and
Entertainment among College Students
28Why else should you offer gaming events?
- Your users are gamers!
- 65 of college students are regular or occasional
gamers - 65 of College Library survey respondents are
very or somewhat interested in participating in
gaming-related events -
29Wake Forest University
- Open gaming nights and Halo 2 tournaments
- Offer projectors and screens
- Pizzas, soda, and candy
- Used expertise and connections of student
resident technology advisors - Projectors provided by Information Services
department - Volunteers from staff
30Undergraduate Library at UIUC
- Guitar Hero and Dance Dance Revolution
tournaments - Invite speakers involved in gaming-related
research - Game nights promote gaming collection
- Circulate games for current consoles
- Archives vintage games and consoles
31Georgia Institute of Technology
- Unreal Tournament for LAN tournament
- Company gave them free use of software
- Food, music, prizes, and Dance Dance Revolution
- CeLIBration a festival atmosphere
- Retro gaming
- Dance Dance Revolution
- Board games
- Poker tournament, speed dating, Ninja tag
32Gaming to educate
- James Paul Gee
- What Video Games Have to Teach Us about Learning
and Literacy - Situated Language and Learning A Critique of
Traditional Schooling - Good Video Games Good Learning Collected
Essays on Video Games, Learning and Literacy - Learning Principles of Video Games
33Learning principles of video games
- Lower the consequences of failure
- Performance before competence
- Players high on agency tree
- Problems are well ordered
- Cycles of challenge, consolidation, new
challenge - Stay within, but at the outer edge of the
players regime of competence
34Learning principles of video games
- Encourage players to think about systems, not
just isolated facts - Empathy for a complex system
- Give verbal information just when it is needed
- Situate the meaning of words
- Modding attitude
35Information Literacy Instruction at College
Library
- Campus-mandated communication requirement
- Library instruction as a role-playing game
- Youve been hired as an intern at the Department
of Education. - Your boss instructs you to find
- General information to help a first year college
student succeed - Data on the relationship between sleep and
college students academic success
36How does information literacy instruction compare
to video games?
- Students search catalog prior to librarian
demonstrations - Performance before competence
- Start with a general search and move on to
specific, harder to locate information - Problems are well-ordered
- Librarians give tips and ask clicker questions as
students search - Verbal information just when it is needed,
Meaning of words is situated
37How does information literacy instruction compare
to video games?
- Use of clickers grants 100 student response rate
- Lower the consequences of failure
- Doing searches with databases theyve selected
and keywords theyve chosen - Players high on agency tree
38How have students responded?
- Overall, librarians agree that students are more
engaged in instruction sessions. - Quotes from an instructor survey -
- The students seemed to enjoy the interactive
quality of the session. - It keeps students engaged by turning the work
over to them quite quickly, but is directed
enough that things don't get chaotic.
39How else can I use games in information literacy?
- Information Literacy Game at University of
North Carolina Greensboro - Head Hunt The Game at The Ohio State
University - Quarantined Axl Wise and the Information
Outbreak at Arizona State University - UW Libraries Academic Infusion in residence
halls - Clicker trivia game
- Family Feud
40University of North Carolina
http//library.uncg.edu/game/
41Ohio State University
http//library.osu.edu/sites/fye/login.php
42Arizona State University
http//library.west.asu.edu/game/quarantined/login
.cfm
43Academic Infusion at UW-Madison
- Library orientation in residence halls
- Play Family Feud with PowerPoint template
- Use clickers for trivia games
- eInstruction http//www.einstruction.com/
- 1800-3000 per 32 unit set
44Building a gaming collection
- Talk to gamers
- Survey
- Platforms
- Types
- Gaming events and other in-library play
- Suggestions for purchase
- Talk to librarians
- Interviewed David Ward at UIUC
- LibGaming Google group
45Collection Development Policy
- Questions to get you started
- What is the purpose of this collection?
- Who will this collection serve?
- What formats and genres will you include?
- What is your selection criteria?
- Where will you get your games?
- How will the collection be cataloged?
- How will the collection be displayed?
46Selecting games
- Ask your users
- Super Smash BROS MELEE Starcraft plz
- Many suggestions from recent survey
- Online reviews
- Gaming (IGN, Gamespot)
- General (Wired, Metacritic)
- Print reviews
- Library journals Voice of Youth Advocates
- Gaming journals Game Informer
47Purchasing games
- Online retailers
- New Amazon, big box stores
- Used GameStop, Half.com
- Library vendors
- Baker Taylor
- Local stores
- New and used
- GameStop, PrePlayed, Video Game X-Change
48Circulating games
- Cataloging
- Video game records are in WorldCat
- We created brief records at College Library
- May need to change existing policies
- College Librarys Policies
- 1 week, no renewals
- 2/day late fee
- 60 replacement fee
49Displaying and securing games
- Behind the desk or on the shelf?
- College Library
- Open Book Café with DVDs and audiobooks
- DVD Kwik cases
- Peripherals (Guitar Hero) kept behind desk
50Promoting games
- Displays in library
- Electronic bulletin board
- Student newspapers
- Facebook
- College Library page
- Wisconsin network
- Ads?
51Student response
- I think it's absolutely awesome that College
library has video game rentals ) - I think it is a really cool idea and it would
save students so much money - Having a games station in the Library would be
a cool way for kids to take a break from
studying
52Future plans
- Consoles available for play in library
- Gaming event at beginning of next semester
- More games!
53Thank You!Any Questions?Please stay for the
door prize!
Kelli Keclik kkeclik_at_library.wisc.eduTom
Durkin tdurkin_at_library.wisc.edu